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feedback #1

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5 tasks
nomisum opened this issue Oct 26, 2020 · 4 comments
Open
5 tasks

feedback #1

nomisum opened this issue Oct 26, 2020 · 4 comments

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@nomisum
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nomisum commented Oct 26, 2020

  • better armor opfor boss
  • dshkm rearm possibility
  • no mags in respawning vehicles[?]
  • opfor boss shouldnt instantly lose on death, as long as bomb explodes (or MAYBE dead man trigger?)
  • ticket system for lifes?
@Fusselwurm
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opfor boss shouldnt instantly lose on death, as long as bomb explodes (or MAYBE dead man trigger?)

do you want the opfor boss to respawn? what would be the victory condition for blufor then? I see how the balancing might need to be changed, but it seems to me we need minor adjustments, not adding complexity to the win conditions.

@nomisum
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nomisum commented Oct 27, 2020

do you want the opfor boss to respawn? what would be the victory condition for blufor then? I see how the balancing might need to be changed, but it seems to me we need minor adjustments, not adding complexity to the win conditions.

would shift dynamics from "kill the boss" to "defuse", which is harder for blufor to achieve. a VIP in heavy fire might again and again lead to sudden/unexpected/unearned wins.

i feel like the shift to 7min time to detonation changed dynamics already quite a lot to successful ground attacks.

@Fusselwurm
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Hmmm why then have a boss at all 🤔 we might as well spawn a bunch of satchel charges at the start (with special detonators that allow detonation only after X time or whatever) instead and let opfor figure out for themselves where and what they mean to bomb.

otoh that leads to problems when people start to parallel-bomb multiple locations. 😓

@nomisum
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nomisum commented Oct 27, 2020

yes, having the ability locked to one person gives blufor the possibility to concentrate and opfor the necessity to concentrate on specific locations, which we want for highest firefight chances

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